On the game design axis, I am quite satisfied with the final level of school Rush and how it integrates with the earlier levels. It took A. (from the S-Team) Some 30 attempts to beat it, but she hasn't turned mad or bored, and even enjoyed being wrapped to level 1 afterwards.On the technical side, … Continue reading power-button bug
Category: rectoverso
Bon pour le son!
Ok les gars: accrochez-vous bien à vos baskets, voici toutes les captures animées dont mon frangin aura besoin pour me faire la "palette sonore" de School Rush, ré-appliquant le procédé qu'il a mis au point avec Lazy Cow pour son jeu "PowerGlove" récompensé au concours de RGCD.I tried several ways to get the right sound … Continue reading Bon pour le son!
Vieux coups de crayon…
2005 En vrac, quelques petites illustrations bilou-esques qui s'étaient glissées parmi mes documents de doctorant, et qui correspondent justement à la "zone creuse" de Bilou: L'encrier en 2005 pendant que je reluquais surtout les graphismes de petitcarreaux.fr pour améliorer mon trait, I think I mentioned that idle timeslice between 1998 (Badman III) and 2006 (the pencil … Continue reading Vieux coups de crayon…
Fixing Monsters
Walls ? Caves ? Where ?I mentioned earlier a post on frogatto blog about the danger of setting the bar too high for your monsters adaptiveness. E.g. it would be pointless to develop A* pathfinding so that lakitu can track you in a caves maze. Yet, when I explained Didier that I froze development with … Continue reading Fixing Monsters
Fly, you fools!
if (document.images){stillFLYUFOOL=new Image; playingFLYUFOOL=new Image; stillFLYUFOOL.src = "http://2.bp.blogspot.com/-DbPEzCYJ444/UnKLRyklitI/AAAAAAAAE9k/RLtWL-gzjvI/s1600/flyUfools.png"; playingFLYUFOOL.src= "https://pypebros.wordpress.com/wp-content/uploads/2013/10/b08c9-flyufools.gif";}Fly, you fools!The way Bilou runs in the anniversary level was emergent behaviour for the given set of rules: it wasn't designed to happen: Bilou has just started to run on its own because no line of code was there to prevent him to go beyond … Continue reading Fly, you fools!
6 days late
I have level design for the end-of-level sorted out. Blador interaction with other monsters is completed, why-pencils-dont-hurt question is sorted out. RunME is resumed, the level map is 80% complete (it could use some variations, but the basics are present). I still need to ensure that RectoVerso turns back when encountering a wall while jumping … Continue reading 6 days late
5 days left
I have some pixels for the "cork platform", I have tunable spongebops. Eraser jumps will not work very well with "invisible walls" as those would act as wall that make no physical sense for the player (unlike Rayman's airborn anti-toons and platforms trapped in cages). Instead, I could have the "prepare" state of verso testing … Continue reading 5 days left
Ready? School!
one whole line of airborn (trans)anims!Aah ! Ça fait du bien! J'ai réussi à mener à bien les modifications synchronisées de l'éditeur de niveau et d'animations pour permettre jusqu'à 6 fois plus d'animations. Du coup, ma DS "green lime" est prête à reprendre le flambeau et me permet d'enfin bricoler ce "niveau anniversaire", qui a … Continue reading Ready? School!
Incoming week-end ?
I cannot tell yet whether there will be significant development this week-end. I had a sort of marking-hangover last week-end and I barely managed to fix some bounding boxes and import some "school2.cmd" level to support the 20-year-old map I want to revive.Ça ne donne pas l'air de bouger fort, hein, ces dernières semaines. En … Continue reading Incoming week-end ?
La (old-)school zone
Après "Apple Assault", il y a de très fortes chances que le prochain "mini-jeu" de Bilou soit basé dans la School zone, ce curieux temple de la connaissance imaginé par Pierrick H. J'en ai déjà présenté pas mal d'éléments aux débuts de ce blog, vu que c'est dans la school zone que se plaçait le … Continue reading La (old-)school zone